#version 330 core

layout (location = 0) in vec3 aPos;

out vec3 TexCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

void main()
{
    	TexCoords = aPos;
    	vec4 pos = projection * view  * model * vec4(aPos, 1.0);
    	gl_Position =  pos.xyww;
}  
